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Everything posted by LoneWanderer
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Because Mass Effect is such a popular series, many of the weapons have been recreated from scratch and are available under CCA or similar licenses from sites like Sketchfab. Sometimes they are called differently, but the descriptions say 'inspired by ME'. Porting from there should be fine.
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View File Force Affinity Form Fix + Overhaul mod The mod now uses HoloPatcher as installer. 1.Description The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered. This mod offers 3 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time. 1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable. New bonus of Force Channel: FP Regeneration: +50% (non-combat), +100% (in combat) Force Power Damage: +3 Saves vs Force Powers: +2 2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form). New Bonus of Force Affinity: Force Power Range: +100% Opponents' Saves vs Force Powers: +3 Note: the max distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect. The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND/FORCE WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others. 3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received). New Bonus for Force Affinity: Restores 50% of HP from damage received at the expense of an equivalent amount of FP ------------------------------------------- 2.Installation This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher. 1.Launch "HoloPatcher.exe". 2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu. 3.Select your game's folder (where "swkotor2.exe" is located) and click Install. ------------------------------------------- 3.Uninstallation Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods. Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher. ------------------------------------------- 4.Known issues "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round. ------------------------------------------- 5.Compatibilty The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script. Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them). ------------------------------------------ 6.Permissions This mod may not be modified or distributed without the explicit permission of the author. This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. ------------------------- 7.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Cortisol and th3w1zard1 - For HoloPatcher/PyKotor Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration Special Thanks to JCarter426 --------------------------- 8.Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 10/13/2022 Category Mods TSLRCM Compatible Yes
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Version 1.1.0
493 downloads
The mod now uses HoloPatcher as installer. 1.Description The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered. This mod offers 3 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time. 1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable. New bonus of Force Channel: FP Regeneration: +50% (non-combat), +100% (in combat) Force Power Damage: +3 Saves vs Force Powers: +2 2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form). New Bonus of Force Affinity: Force Power Range: +100% Opponents' Saves vs Force Powers: +3 Note: the max distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect. The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND/FORCE WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others. 3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received). New Bonus for Force Affinity: Restores 50% of HP from damage received at the expense of an equivalent amount of FP ------------------------------------------- 2.Installation This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher. 1.Launch "HoloPatcher.exe". 2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu. 3.Select your game's folder (where "swkotor2.exe" is located) and click Install. ------------------------------------------- 3.Uninstallation Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods. Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher. ------------------------------------------- 4.Known issues "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round. ------------------------------------------- 5.Compatibilty The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script. Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them). ------------------------------------------ 6.Permissions This mod may not be modified or distributed without the explicit permission of the author. This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. ------------------------- 7.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Cortisol and th3w1zard1 - For HoloPatcher/PyKotor Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration Special Thanks to JCarter426 --------------------------- 8.Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
@zendiagram G0-T0 Overhaul v1.2 by Darth Sapiens
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From the Wookieepedia descriptions and images (https://starwars.fandom.com/wiki/Force_pike) I got the impression that Force Pike is something similar to this: or the model like TFU Lightsaber pike, but with electrical blade instead of lightsaber one. (like the blade of Darksaber ).
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onDamaged() event doesn't trigger in TSL?
LoneWanderer replied to LoneWanderer's topic in General Kotor/TSL Modding
This is a clever idea and might've worked with some adjustments (strong shield absorbs all damage, then we apply part of the damage to PC), but looks like there is no function available to modders, that can get info about how much damage shield has already absorbed or how much shield HP left? The idea was that new Force Power would be able to block/absorb a dynamic amount of damage (for example, 50% of received damage), otherwise it would be too similar to Force Barrier and Energy Resistance. With all scripting limitations, I'm thinking about just reading current player's HP and comparing it with the one from previous round in onHeartbeat(), but that'll require to take into consideration healing items and Force Heal. -
onDamaged() event doesn't trigger in TSL?
LoneWanderer replied to LoneWanderer's topic in General Kotor/TSL Modding
Thanks for the clarification! From this topic I got the impression that it was possible to use onDamaged() script for the player's party. So, I had an idea about creating new Force Power "Force Shell", that would absorb (technically, immediately regenerate) part of the received damage in onDamaged() script. There is a function GetTotalDamageDealt(), which returns received damage, but the problem is, the function returns correct value only when is called inside onDamaged() event (according to NWN Script wiki). Guess, the idea should be reconsidered. -
Has anyone tried working with the onDamaged() event in TSL? I overwrote onDamaged scripts for party members and PC, placed them in Override and noticed a problem. Party members have k_hen_damage01 script attached to their onDamaged() events. It appears that the script for party members only fires when they are controlled by the AI. For some reason the PC has k_def_damage01 script instead (checked this in pc.utc file, which is available during the game) and it doesn't trigger at all. For enemies and NPCs the script works just fine. I wonder if this is a problem on my end only, a bug made by Obsidian or if KOTOR 1 had that behavior too? Also, how to work with onUserDefine() event? If I write function SendMessageToPC() inside the script for onAttacked() event, then it works. But similar code inside k_def_userdef01 doesn't trigger. Example of code:
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TOOL:KotorBlender for Blender 3.6 and 4.2
LoneWanderer replied to seedhartha's topic in Mod Releases
Last time I checked, the plugin loaded with an error and didn't work on 2.79 and 2.80- 121 replies
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Filefront had an interesting feature: they posted mod's filename on its page. Knowing filename, it's possible to search in some shady places
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This one? P.S. For some reason, my browser warned that archive contains virus. Weird. But scan it with antivirus just in case. mf_sionundies.zip
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Hello, @lachjames! I'd like to create a version of "Revan Unmasked" mod for "KotOR Save Importer for TSL", so I have a few questions and feedback regarding the program. 1. How to import player's portrait value from KOTOR? In KSE the "Portrait" variable is separate from Globals list. I added new variable "101PER_Revan_Face" in globalcat.2da of TSL. Then I wrote code for the "Portrait" variable (tried names "Portrait" and "PortraitId"): but see only code for setting "101PER_Revan_End" variable in generated k_kreia_spawn script. 2. What will the program do if it reads unmapped value from the save file? Tested "G_FinalChoice" variable, and it seems that unmapped value will be automatically set to 0 (or to the default value of the type)? I need to know this, because the player can use custom head from some mod (and portrait variable = value I didn't map). 3. If you use KOTOR 1 variable names In GUI, then you should provide users with the appropriate KOTOR 1 values to choose from, rather than TSL values (e.g. "1" and "2" for "G_FinalChoice", not "1" and "0"). 4. It seems that words LS and DS are swapped in the comments of the values of variable "G_FinalChoice" (# means the beginning of the comment, right?) It should be: 5. Can you add a pop-up string with comments from YAML-file to drop-down list with values for variables in GUI? Then end-users will be able to quickly understand what values "0", "1" means without opening YAML file (I doubt end users even want or can read YAML code).
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View File Revan unmasked "Revan unmasked" mod for Star Wars: Knights of the Old Republic II: The Sith Lords ========================================================================== Version 1.0 Released 28.05.2022 Author LoneWanderer ------------- 1.Description ------------- Since TSL doesn't support save transfer, the player chooses Revan's gender and alignment during the first dialogue with Atton. Regardless of the choice, Revan's face is hidden behind a mask in the game. This mod removes Revan's mask and gives him/her the actual face from KOTOR I. There are 2 options available: with hood and cape (has many clipping issues, but mostly independent from Revan's robe reskin mods) and without them. You can change default heads from this mod to other KOTOR heads (located in the 'Alternate Heads' folder of the mod). -------------- 2.Installation -------------- Run "TSLPatcher.exe" installer, choose Option 1 (with hood and cape) or Option 2 (without hood and cape) and select your TSL folder. Edit: You'll need a save before entering the Secret Cave on Korriban for the mod to work properly. How to install a different head for Revan: Additional heads are located in the "Alternate Heads" folder of the mod. pmhc04 and pfhc03 head models are installed for male and female Revan by default. If you want Revan to have a different head from KOTOR, then: 1.Open the page "https://deadlystream.com/blogs/entry/220-blog-56-the-k1-and-tsl-heads/" in your browser. Choose the head in k1 heads section on the picture and remember its name. 2.In the "Alternate Heads" folder, find this head model and 5 textures. Copy them and rename male head, textures as "n_revanmh" and female - "n_revanfh". For example, pmhc01.mdl -> n_revanmh.mdl, pmhc01.mdx -> n_revanmh.mdx, pmhc01.tpc -> n_revanmh.tpc, pmhc01d.tpc -> n_revanmhd.tpc, ... , pmhc01d3.tpc -> n_revanmhd3.tpc 3.Put the renamed files in Override folder of the game, replacing existing files. How to use reskins from other KOTOR I mods: If mod only changes textures of an existing KOTOR I head (doesn't have .mdl and .mdx files), then to use it: 1.Rename textures from the reskin mod (files with .tga, .tpc extensions) as "n_revanmh", "n_revanmhd", "n_revanmhd1", "n_revanmhd2", "n_revanmhd3" - for male head, "n_revanfh", "n_revanfhd", "n_revanfhd1", "n_revanfhd2", "n_revanfhd3" - for female. 2.Place the renamed .tga/.tpc reskin files in Override folder of the game. If reskin had files with .tga extension, then don't forget to delete original .tpc files with the same names in the Override. ---------------- 3.Uninstallation ---------------- Delete installed files of the mod from Override folder. Copy the files from the generated "backup" folder and place them in the Override folder. If you have installed other mods after this one that modify appearance.2da, heads.2da, then you should uninstall those mods first. ----------------- 4.Known issues ----------------- The hood from Option 1 will clip with head and hairs in many animations, but this is a purely visual issue. -------------- 5.Compatibilty -------------- Option 1 (with hood and cape) is not affected by most mods that change Darth Revan's/Star Forge robes. Install it if you want to use mods like "Jedi Journeyman Robes" (which replace Darth Revan's robe with something else) for player's character. Option 2 (without hood and cape) is affected by mods that change Darth Revan's/Star Forge robes (model J). This means you can install various Darth Revan's robe reskins with it and they will appear on Revan. "Revan's Hoodless/Maskless Flowing Robes For TSL 1.1" by DarthParametric is compatible, but most (or all) female variants won't have a flowing cape. "Single bladed fake Revan 1.0.0" mod by Crimson Knight is incompatible. ------------- 6.Permissions ------------- This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. --------- 7.Credits --------- Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool --------- 8.Contact --------- PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 05/29/2022 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
307 downloads
"Revan unmasked" mod for Star Wars: Knights of the Old Republic II: The Sith Lords ========================================================================== Version 1.0 Released 28.05.2022 Author LoneWanderer ------------- 1.Description ------------- Since TSL doesn't support save transfer, the player chooses Revan's gender and alignment during the first dialogue with Atton. Regardless of the choice, Revan's face is hidden behind a mask in the game. This mod removes Revan's mask and gives him/her the actual face from KOTOR I. There are 2 options available: with hood and cape (has many clipping issues, but mostly independent from Revan's robe reskin mods) and without them. You can change default heads from this mod to other KOTOR heads (located in the 'Alternate Heads' folder of the mod). -------------- 2.Installation -------------- Run "TSLPatcher.exe" installer, choose Option 1 (with hood and cape) or Option 2 (without hood and cape) and select your TSL folder. Edit: You'll need a save before entering the Secret Cave on Korriban for the mod to work properly. How to install a different head for Revan: Additional heads are located in the "Alternate Heads" folder of the mod. pmhc04 and pfhc03 head models are installed for male and female Revan by default. If you want Revan to have a different head from KOTOR, then: 1.Open the page "https://deadlystream.com/blogs/entry/220-blog-56-the-k1-and-tsl-heads/" in your browser. Choose the head in k1 heads section on the picture and remember its name. 2.In the "Alternate Heads" folder, find this head model and 5 textures. Copy them and rename male head, textures as "n_revanmh" and female - "n_revanfh". For example, pmhc01.mdl -> n_revanmh.mdl, pmhc01.mdx -> n_revanmh.mdx, pmhc01.tpc -> n_revanmh.tpc, pmhc01d.tpc -> n_revanmhd.tpc, ... , pmhc01d3.tpc -> n_revanmhd3.tpc 3.Put the renamed files in Override folder of the game, replacing existing files. How to use reskins from other KOTOR I mods: If mod only changes textures of an existing KOTOR I head (doesn't have .mdl and .mdx files), then to use it: 1.Rename textures from the reskin mod (files with .tga, .tpc extensions) as "n_revanmh", "n_revanmhd", "n_revanmhd1", "n_revanmhd2", "n_revanmhd3" - for male head, "n_revanfh", "n_revanfhd", "n_revanfhd1", "n_revanfhd2", "n_revanfhd3" - for female. 2.Place the renamed .tga/.tpc reskin files in Override folder of the game. If reskin had files with .tga extension, then don't forget to delete original .tpc files with the same names in the Override. ---------------- 3.Uninstallation ---------------- Delete installed files of the mod from Override folder. Copy the files from the generated "backup" folder and place them in the Override folder. If you have installed other mods after this one that modify appearance.2da, heads.2da, then you should uninstall those mods first. ----------------- 4.Known issues ----------------- The hood from Option 1 will clip with head and hairs in many animations, but this is a purely visual issue. -------------- 5.Compatibilty -------------- Option 1 (with hood and cape) is not affected by most mods that change Darth Revan's/Star Forge robes. Install it if you want to use mods like "Jedi Journeyman Robes" (which replace Darth Revan's robe with something else) for player's character. Option 2 (without hood and cape) is affected by mods that change Darth Revan's/Star Forge robes (model J). This means you can install various Darth Revan's robe reskins with it and they will appear on Revan. "Revan's Hoodless/Maskless Flowing Robes For TSL 1.1" by DarthParametric is compatible, but most (or all) female variants won't have a flowing cape. "Single bladed fake Revan 1.0.0" mod by Crimson Knight is incompatible. ------------- 6.Permissions ------------- This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. --------- 7.Credits --------- Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool --------- 8.Contact --------- PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
Mod Suggestions for KOTOR 2
LoneWanderer replied to Jacksonnn's topic in Knights of the Old Republic General
@Jacksonnn KOTOR 2 Spoiler-Free Build from Reddit will be useful for the first modded playthrough. Link: https://www.reddit.com/r/kotor/wiki/kotor2modbuildspoilerfree It isn't necessary to install all mods from the list, but TSLRCM, KOTOR 2 Community Patch and, perhaps, Extended Enclave should be your first priority. -
Since the release of v.0.1.6 this program has become my main tool for editing 2da files. It is simple, fast and effective. After using it extensively, I noticed one minor usability issue: the program allows to open several tabs and several copies of the program, also not closed in the previous session tabs are restored at startup. But there doesn't seem to be any way to see where the opened file is located on the hard drive. So, when I'm working with multiple versions of the file at the same time (vanilla, modified by me, version from another mod), it is very easy to get confused. Therefore, I would like to request an ability to see filepath of the currently opened file in the next update. For example, at the bottom of the window (where the word "Ready" is displayed) or via the context menu of the tab. Thanks for all your work, @VarsityPuppet!
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Character Level requirement for upgrades
LoneWanderer replied to YourSoul1sMine's topic in General Kotor/TSL Modding
I've seen Attribute, class, alignment restrictions, feat requirements for items, but nothing about character level or exp requirements. I'm not knowledgeable enough about K1 modding, but even if it's really not possible to set min Character Level requirement, there are some alternate solutions (not elegant, but better than nothing). For example, 1. Create two versions of Darth Bandon's Fiber Armor, one with Mind-Affecting bonus and one without (this one will replace vanilla Bandon's armor). 2. Add a new dialog for T3-M4 about the modification of available armor. The current player's level will be checked in the conditional script of the dialog. 3. If player's level requirement is met, old Darth Bandon's Fiber Armor will be replaced with the new one (with Mind-Affecting bonus when using Mesh Underlay). -
Character Level requirement for upgrades
LoneWanderer replied to YourSoul1sMine's topic in General Kotor/TSL Modding
To create upgrades, yes. For that you need to set the value of the row "level" in itemcreate.2da and itemcreatemira.2da files. Then upgrades will appear in the creation list of workbench only after reaching the required level of the character. -
Over the years, a large number of mods have been created for TSL. While most of the useful and/or still relevant mods are available in the Download sections of DeadlyStream and Nexus (currently most popular Kotor I-II modding resources as far as I know), some of them are not and thus have become lesser-known, rare or even obscure. I have seen many old mods of varying quality and made notes about interesting ones in the list-reminder. This list can be useful for people, who are tired of their builds and want to see something “new”. In the recent past, several mods have been rediscovered or recreated (Xcom's Grenades Mod, Blue GUI for TSL), so I won’t mention them. Also, I think mods like Ultimate Saber Mod (USM) or Dark Harbinger are fairly well known, so I’ll focus on more obscure works. 1. "TSL Improved Loading Screens" by SpaceAlex This mod is similar to Concept Loading Screens 1.1 mod by Darth InSidious, but unlike that mod, when there is no appropriate concept art, original loadscreen is replaced by processed high-resolution screenshot. I think these two mods will work best in tandem: some concept art loadscreens are present only in Darth InSidious work, while others are in SpaceAlex mod, some concept art looks better in the first mod, some looks sharper in the second. In particular, I can highlight load_105PER, load_205TEL, load_512OND, load_901MAL, load_EBO1, load_EBO3, load_EBO4, load_EBO5, load_EBO6. Note: you need to rename files load_EBO1.tga, load_EBO2.tga, …, load_EBO6.tga to load_001EBO.tga, load_002EBO.tga, …, load_006EBO.tga for them to work. Screenshots: Link: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/tsl-improved-loading-screens 2. "Force Fashion I" and "Force Fashion II" by Jonathan7 These mods replace robes that use padawan model and add additional based on movie designs, KOTOR and Tales of the Jedi comics. They also give new robes to companions and jedi masters. It was stated that these mods are incompatible with TSLRCM, mainly due to party .dlg files for acquiring robes after they become jedi. But I guess, it should be possible to simply drop skin files to Override folder and obtain them via cheat codes (Jonathan7 kindly provided all item codes in readme file). There are many interesting robes to choose from; my favorites are Anakin RotS, Obi-Wan ANH, Luke RotJ, Nomi Sunrider, Malak’s Jedi Robe and Darth Sidious RotS robes. Note: item code for Brown Leather Robe (Sylvars Robe) is a_robe_25, not a_robe_55. Screenshots: More screenshots: https://web.archive.org/web/20110927123930/http://knightsoftheoldrepublic.filefront.com/file/Force_Fashion_II;104261x#2124606 Links: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/force-fashion and https://www.fileplanet.com/archive/p-67260/Star-Wars-Knights-of-the-Old-Republic-II-Force-Fashion-II-Mod 3. "RGB 6 short robes pack" by RGB This may be one of rarest TSL mods (that are worth seeking), it seems to disappear completely from the Internet and unlike other RGB’s works, it wasn’t saved by wayback machine. Which is a shame, because these short tunics skins have a great design and are well made, plus they give interesting bonuses. However, thanks to the amazing community members the mod has been rediscovered. The readme file didn’t have any redistribution instructions, so if you need it, message me on DeadlyStream or Discord. Alternatively, there is Tunics for JS-ZS Armors mod by 90SK. Screenshots: More screenshots: http://web.archive.org/web/20060511130116/http://www.pcgamemods.com/mod/12805.html 4. "The Mandalorian Knights" by The Source (MacCorp.) Adds a small shop near Tienn Tubb on Nar-Shaddaa that sells good-looking shiny heavy armors. The shop is nicely decorated, although new merchant has only bare minimum of dialogs (so don’t hope for extensive backstory or sidequests there). A curious detail: from a certain angle, “The Mandalorian Infiltrators” female armors resemble costumes from Power Rangers movie (2017) for some reason. Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/the-mandalorian-knights 5. "Malachor V" texture mods by xediixarwarz and OriionZ There are plenty of mods that replace Telos and Harbinger textures with alternate versions, but I have not seen many works that reskin Trayus Academy. In fact, the only released packs I remember are Malachor V 2012 and Malachor V 2013. While some design choices are questionable (didn’t know that sith were fans of pink color), these packs offer a nice variety over boring grayness of vanilla textures. Screenshots: Links: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v and https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v-2013 6. "Lonna Vash Mod" by Sikon With this mod, the player can meet Lonna Vash on Korriban and talk to her without having to visit M4-78. Listed as incompatible on TSLRCM page, but several users confirmed that in reality it just reverts Korriban to pre-TSLRCM state (no HK-50 encounter there and no few restored lines). Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/lonna-vash-mod 7. "Force Power For TSL: Lightsaber Floating" by Darth333 Most of Darth333 mods are available in the Download section on DeadlyStream, but not this one. It adds a new force power that allows to summon floating lightsabers like certain character. In V2.0 the force power upgrades automatically upon usage (although now you can only learn it on Korriban, this will probably happen quite late in the game). Note: Regarding v2.0, I read that due to a bug, only one lightsaber appears after upgrading force power, but there is an instruction from zbyl2: “The mod itself needs a small fix to work as intended though. First of all, install the mod as usual. Then open Spells.2da from your Override folder and find the lines FORCE_POWER_D3_SABER_1 to _3. Remember their line numbers or simply keep the 2da file open. Next, go to the d3_saber_source folder found in the mod file and copy the d3_saber_force.nss somewhere else to edit. (You can also edit the one in the source folder, but I prefer keeping the mod files intact.) Open it using Kotor Tool's text editor or any other editor of your choice and replace 997 with the row number of FORCE_POWER_D3_SABER_1, the two instances of 998 with the row number of FORCE_POWER_D3_SABER_2 and the two instances of 999 with the row number of FORCE_POWER_D3_SABER_3. Once that's done, compile the script and place it in your Override, replacing the script already there.” Screenshots: Links: https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=76772 and https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=77458 8. "Final Touch" by oldflash Calling Final Touch obscure might be inaccurate, but nowadays this mod is rarely mentioned, despite being very famous in the mid-2000s and almost winning the title “Mod of the Year” on LucasForums. Sure, some things from it don’t look as cool as they did 15 years ago, some just didn’t age well, and overall scale of the mod makes it incompatible with major modern projects. However, it can serve as good modder resource (for personal use). What I mean is that experienced user can find files with interesting elements and manually insert them into Override folder. For example, things like new model for remote (https://deadlystream.com/topic/4800-black-reskin-of-bao-durs-remote/?do=findComment&comment=49900), handmaiden model without hood (works with some retextures, Instruction here https://forums.nexusmods.com/index.php?showtopic=5498592/#entry69250461), headgear, weapons or reskins of Visas robe (shroud will require manual recoloring if you wish it to match robe’s color). Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/final-touch 9. "Telos Polar Plateau Sidequest 1.2" by GeorgNihilus (aka FrantFire) Adds new sidequest that allows to return to Telos Polar Plateau and Atris’ academy. The mod is well-made: the story isn’t long, but has several possible conclusions, there is new location (though, it reuses existing module), NPCs have animations during dialogues. In version 1.2 the player can actually infiltrate and rob the academy, this would be a good opportunity to use invisibility belt and stealth gameplay, but this is not an option, sadly. There is no reliable info about compatibility with TSLRCM. Files ‘grenn.dlg’ (the dialog from 221TEL) and k_222area_enter.ncs script are likely to conflict with TSLRCM, but even then, they should undo only some changes to Battle of Telos modules (221TEL, 222TEL). Note: version 1.2 has a bug with missing NPC and westar pistol. Since original patch is no longer available, I made ‘custom’ fix. Before the installation of the “Telos Polar Plateau Sidequest 1.2 mod” copy files "changes.ini" and "ff_skeleton2.utp" from the fix into the folder "tslpatchdata" of the mod, replacing existent files. Then install mod as usual. Screenshots: Link: https://en.ds-servers.com/gf/ff-telospolarsidequest1-2-zip.html The unofficial fix is at the end of the post. If any of the mentioned mods are actually available in the Download section of DeadlyStream, then please post a link in the comments. ff_telossidequest1_2_fix.zip
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Very stylish and detailed portraits, I love them! Thank you for putting them in the mod! But @Sdub… 400 Mb file archive, 2K images size, seriously?! Even character model reskins are rarely more than 1024x1024, because bigger size is hardly noticeable and a waste of system resources. For example, “NPC Portraits for TSL” by Sith Holocron have 512x512 images and weigh only 23.75 Mb. Such nice 2K images would look great on posters or in the collection, but for a mod I have 2 suggestions: 1. Change images size to 512x512. Perhaps, you can make alternative lite version of the mod, available as separate download on this page. 2. Use better compression algorithm. I managed to compress archive to just 45 Mb with 7-Zip. 400 Mb vs 45 Mb. @DylanRPG all of this feedback can be applied to you too 👆
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How to edit maps in Kotor 2? Like Placing NPC?
LoneWanderer replied to Jj117's topic in General Kotor/TSL Modding
Usually I use WhereAmI armband mod (you can find it on Gamefront) or Workbox by bead-v to get coordinates of the user's current location and then write custom script that spawns npc in the required location. This script can be inserted into onEnterScript of Module or attached to dialogs or interactions with items, etc.